题1
// 提示:在合适的地方修改或添加代码
#include <GL/>
#include<>
// 评测代码所用头文件-开始
#include<opencv2/core/>
#include<opencv2/highgui/>
#include<opencv2/imgproc/>
using namespace std;
// 评测代码所用头文件-结束
void init(void)
{
GLfloat position[] = {0.0,3.0,2.0,0.0};
GLfloat ambient[]={0.0,0.0,0.0,1.0};
GLfloat diffuse[]={1.0,1.0,1.0,1.0};
GLfloat specular[]={1.0,1.0,1.0,1.0};
GLfloat lmodel_ambient[]={0.4,0.4,0.4,1.0};
GLfloat local_view[]={0.0};
glClearColor(0.0, 0.1, 0.1,0.0);
glShadeModel(GL_SMOOTH);
glLightfv(GL_LIGHT0,GL_AMBIENT,ambient);
glLightfv(GL_LIGHT0,GL_DIFFUSE,diffuse);
glLightfv(GL_LIGHT0,GL_POSITION,position);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT,lmodel_ambient);
glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER,local_view);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
}
void display(void)
{
GLfloat no_mat[]={0.0,0.0,0.0,1.0}; //没有光
GLfloat mat_ambient[]={0.7,0.7,0.7,1.0}; //环境光
GLfloat mat_ambient_color[]={0.8, 0.8, 0.2, 1.0}; //彩色环境光
GLfloat mat_diffuse[]={0.1,0.5,0.8,1.0}; //漫反射
GLfloat mat_specular[]={1.0,1.0,1.0,1.0}; //镜面反射
GLfloat no_shininess[] = {0.0}; //没有镜面反射
GLfloat low_shininess[]={5.0}; //低镜面反射
GLfloat high_shininess[]={100.0}; //高镜面反射
GLfloat mat_emission[]={0.3,0.2,0.2,0.0}; //材料辐射光颜色
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslatef(-3.0, 0.0, 0.0);
// 请在此添加你的代码,左侧圆球只有漫反射
/********** Begin ********/
glMaterialfv(GL_FRONT, GL_AMBIENT, no_mat);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
/********** End *********/
glutSolidSphere(1.0, 50, 50);
glPopMatrix();
glPushMatrix();
// 请在此添加你的代码,中间圆球有环境光和漫反射
/********** Begin ********/
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
/********** End *********/
glutSolidSphere(1.0, 50, 50);
glPopMatrix();
glPushMatrix();
glTranslatef(3.0, 0.0, 0.0);
// 请在此添加你的代码,右侧圆球有彩色环境光和漫反射
/********** Begin ********/
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient_color);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
/********** End *********/
glutSolidSphere(1.0, 50, 50);
glPopMatrix();
glFlush();
glutPostRedisplay();
}
void reshape(int w, int h)
{
glViewport(0, 0, (GLsizei)w, (GLsizei)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0, (GLfloat)w / (GLfloat)h, 1.0, 20.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0.0, 5.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
}
int main(int argc, char *argv[])
{
GLubyte* pPixelData = (GLubyte*)malloc(800 * 600 * 3);//分配内存
GLint viewport[4] = {0};
glutInit(&argc, argv);
glutInitWindowPosition(100, 100);
glutInitWindowSize(800, 600);
glutCreateWindow("几何变换示例");
init();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutMainLoopEvent();
/*************以下为评测代码,与本次实验内容无关,请勿修改**************/
glReadBuffer(GL_FRONT);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glGetIntegerv(GL_VIEWPORT, viewport);
glReadPixels(viewport[0], viewport[1], viewport[2], viewport[3], GL_RGB, GL_UNSIGNED_BYTE, pPixelData);
cv::Mat img;
std::vector<cv::Mat> imgPlanes;
img.create(600, 800, CV_8UC3);
cv::split(img, imgPlanes);
for (int i = 0; i < 600; i++) {
unsigned char* plane0Ptr = imgPlanes[0].ptr<unsigned char>(i);
unsigned char* plane1Ptr = imgPlanes[1].ptr<unsigned char>(i);
unsigned char* plane2Ptr = imgPlanes[2].ptr<unsigned char>(i);
for (int j = 0; j < 800; j++) {
int k = 3 * (i * 800 + j);
plane2Ptr[j] = pPixelData[k];
plane1Ptr[j] = pPixelData[k + 1];
plane0Ptr[j] = pPixelData[k + 2];
}
}
cv::merge(imgPlanes, img);
cv::flip(img, img, 0);
cv::namedWindow("openglGrab");
cv::imshow("openglGrab", img);
//cv::waitKey();
cv::imwrite("../img_step3/", img);
return 0;
}
题2
// 提示:在合适的地方修改或添加代码
#include <GL/>
#include<>
// 评测代码所用头文件-开始
#include<opencv2/core/>
#include<opencv2/highgui/>
#include<opencv2/imgproc/>
using namespace std;
// 评测代码所用头文件-结束
void init(void)
{
GLfloat position[] = {0.0,3.0,2.0,0.0};
GLfloat ambient[]={0.0,0.0,0.0,1.0};
GLfloat diffuse[]={1.0,1.0,1.0,1.0};
GLfloat specular[]={1.0,1.0,1.0,1.0};
GLfloat lmodel_ambient[]={0.4,0.4,0.4,1.0};
GLfloat local_view[]={0.0};
glClearColor(0.0, 0.1, 0.1,0.0);
glShadeModel(GL_SMOOTH);
glLightfv(GL_LIGHT0,GL_AMBIENT,ambient);
glLightfv(GL_LIGHT0,GL_DIFFUSE,diffuse);
glLightfv(GL_LIGHT0,GL_POSITION,position);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT,lmodel_ambient);
glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER,local_view);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
}
void display(void)
{
GLfloat no_mat[]={0.0,0.0,0.0,1.0}; //没有光
GLfloat mat_ambient[]={0.7,0.7,0.7,1.0}; //环境光
GLfloat mat_ambient_color[]={0.8, 0.8, 0.2, 1.0}; //彩色环境光
GLfloat mat_diffuse[]={0.1,0.5,0.8,1.0}; //漫反射
GLfloat mat_specular[]={1.0,1.0,1.0,1.0}; //镜面反射
GLfloat no_shininess[] = {0.0}; //没有镜面反射
GLfloat low_shininess[]={5.0}; //低镜面反射
GLfloat high_shininess[]={100.0}; //高镜面反射
GLfloat mat_emission[]={0.3,0.2,0.2,0.0}; //材料辐射光颜色
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslatef(-3.0, 0.0, 0.0);
// 请在此添加你的代码,左侧圆球有环境光、漫反射镜面低反射
/********** Begin ********/
glMaterialfv(GL_FRONT,GL_AMBIENT,mat_ambient);
glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse);
glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular);
glMaterialfv(GL_FRONT,GL_SHININESS,low_shininess);
/********** End *********/
glutSolidSphere(1.0, 50, 50);
glPopMatrix();
glPushMatrix();
// 请在此添加你的代码,中间圆球有环境光、漫反射镜面高反射
/********** Begin ********/
glMaterialfv(GL_FRONT,GL_AMBIENT,mat_ambient);
glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse);
glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular);
glMaterialfv(GL_FRONT,GL_SHININESS,high_shininess);
/********** End *********/
glutSolidSphere(1.0, 50, 50);
glPopMatrix();
glPushMatrix();
glTranslatef(3.0, 0.0, 0.0);
// 请在此添加你的代码,右侧圆球有彩色环境光、漫反射、镜面高反射和材料辐射
/********** Begin ********/
glMaterialfv(GL_FRONT,GL_AMBIENT,mat_ambient_color);
glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse);
glMaterialfv(GL_FRONT,GL_SHININESS,high_shininess);
glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular);
glMaterialfv(GL_FRONT,GL_EMISSION,mat_emission);
/********** End *********/
glutSolidSphere(1.0, 50, 50);
glPopMatrix();
glFlush();
glutPostRedisplay();
}
void reshape(int w, int h)
{
glViewport(0, 0, (GLsizei)w, (GLsizei)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0, (GLfloat)w / (GLfloat)h, 1.0, 20.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0.0, 5.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
}
int main(int argc, char *argv[])
{
GLubyte* pPixelData = (GLubyte*)malloc(800 * 600 * 3);//分配内存
GLint viewport[4] = {0};
glutInit(&argc, argv);
glutInitWindowPosition(100, 100);
glutInitWindowSize(800, 600);
glutCreateWindow("几何变换示例");
init();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutMainLoopEvent();
/*************以下为评测代码,与本次实验内容无关,请勿修改**************/
glReadBuffer(GL_FRONT);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glGetIntegerv(GL_VIEWPORT, viewport);
glReadPixels(viewport[0], viewport[1], viewport[2], viewport[3], GL_RGB, GL_UNSIGNED_BYTE, pPixelData);
cv::Mat img;
std::vector<cv::Mat> imgPlanes;
img.create(600, 800, CV_8UC3);
cv::split(img, imgPlanes);
for (int i = 0; i < 600; i++) {
unsigned char* plane0Ptr = imgPlanes[0].ptr<unsigned char>(i);
unsigned char* plane1Ptr = imgPlanes[1].ptr<unsigned char>(i);
unsigned char* plane2Ptr = imgPlanes[2].ptr<unsigned char>(i);
for (int j = 0; j < 800; j++) {
int k = 3 * (i * 800 + j);
plane2Ptr[j] = pPixelData[k];
plane1Ptr[j] = pPixelData[k + 1];
plane0Ptr[j] = pPixelData[k + 2];
}
}
cv::merge(imgPlanes, img);
cv::flip(img, img, 0);
cv::namedWindow("openglGrab");
cv::imshow("openglGrab", img);
//cv::waitKey();
cv::imwrite("../img_step1/", img);
return 0;
}
题3
// 提示:在合适的地方修改或添加代码
#include <GL/>
#include<>
// 评测代码所用头文件-开始
#include<opencv2/core/>
#include<opencv2/highgui/>
#include<opencv2/imgproc/>
using namespace std;
// 评测代码所用头文件-结束
// 初始化材质、光源、光照模型、深度缓存
//定义左边茶壶材质系数
GLfloat left_ambient[] = { 5.0f, 0.0f, 0.0f, 1.0f };
GLfloat left_diffuse[] = { 0.8f, 0.8f, 0.0f, 1.0f };
GLfloat left_specular[] = { 1.0f, 1.0f, 0.0f, 1.0f };
GLfloat left_emission[] = { 0.1f, 0.0f, 0.0f, 1.0f };
//定义中间茶壶材质系数
GLfloat mid_ambient[] = { 0.0f, 0.2f, 0.0f, 1.0f };
GLfloat mid_diffuse[] = { 0.0f, 0.8f, 0.0f, 1.0f };
GLfloat mid_specular[] = { 0.0f, 1.0f, 0.0f, 1.0f };
GLfloat mid_shininess[] = { 80.0f };
GLfloat mid_emission[] = { 0.0f, 0.1f, 0.0f, 1.0f };
//定义右边茶壶材质系数
GLfloat right_ambient[] = { 0.0f, 0.0f, 0.1f, 1.0f };
GLfloat right_diffuse[] = { 0.0f, 0.0f, 0.8f, 1.0f };
GLfloat right_specular[] = { 0.0f, 0.0f, 0.9f, 1.0f };
GLfloat right_shininess[] = { 50.0f };
GLfloat right_emission[] = { 0.0f, 0.1f, 0.0f, 1.0f };
void myInit(void)
{
GLfloat light_position[] = { 1.0, 1.0, 1.0, 0.0 };
GLfloat white_light[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat light_ambient[] = { 0.2 , 0.2 , 0.2 , 1.0 };
glClearColor(0.0, 0.0, 0.0, 0.0);
glShadeModel(GL_SMOOTH);
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glLightfv(GL_LIGHT0, GL_DIFFUSE, white_light);
glLightfv(GL_LIGHT0, GL_SPECULAR, white_light);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
}
void myDisplay(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
// 请在此添加你的代码,中间茶壶
/********** Begin ********/
glMaterialfv(GL_FRONT,GL_AMBIENT,mid_ambient);
glMaterialfv(GL_FRONT,GL_DIFFUSE,mid_diffuse);
glMaterialfv(GL_FRONT,GL_EMISSION ,mid_emission);
/********** End *********/
glutSolidTeapot(0.5);
glPopMatrix();
glFlush();
glPushMatrix();
glTranslatef(2.0,0.0,0.0);
// 请在此添加你的代码,右边茶壶
/********** Begin ********/
glMaterialfv(GL_FRONT,GL_AMBIENT,right_ambient);
glMaterialfv(GL_FRONT,GL_DIFFUSE,right_diffuse);
glMaterialfv(GL_FRONT,GL_SHININESS,right_shininess);
glMaterialfv(GL_FRONT,GL_SPECULAR,right_specular);
glMaterialfv(GL_FRONT,GL_EMISSION ,right_emission);
/********** End *********/
glutSolidTeapot(0.5);
glPopMatrix();
glFlush();
glPushMatrix();
glDisable(GL_LIGHT0);
glTranslatef(-2.0,0.0,0.0);
// 请在此添加你的代码,左边茶壶
/********** Begin ********/
glMaterialfv(GL_FRONT,GL_AMBIENT,left_ambient);
glMaterialfv(GL_FRONT,GL_EMISSION ,left_emission);
/********** End *********/
glutSolidTeapot(0.5);
glPopMatrix();
glFlush();
}
void myReshape(int w, int h)
{
glViewport(0, 0, (GLsizei)w, (GLsizei)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (w <= h)
glOrtho(-1.5, 1.5, -1.5 * (GLfloat)h / (GLfloat)w,
1.5 * (GLfloat)h / (GLfloat)w, -10.0, 10.0);
else
glOrtho(-1.5 * (GLfloat)w / (GLfloat)h,
1.5 * (GLfloat)w / (GLfloat)h, -1.5, 1.5, -10.0, 10.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
int main(int argc, char *argv[])
{
GLubyte* pPixelData = (GLubyte*)malloc(1000 * 400 * 3);//分配内存
GLint viewport[4] = {0};
glutInit(&argc, argv);
glutInitWindowPosition(100, 100);
glutInitWindowSize(1000, 400);
glutCreateWindow("几何变换示例");
myInit();
glutDisplayFunc(myDisplay);
glutReshapeFunc(myReshape);
glutMainLoopEvent();
/*************以下为评测代码,与本次实验内容无关,请勿修改**************/
glReadBuffer(GL_FRONT);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glGetIntegerv(GL_VIEWPORT, viewport);
glReadPixels(viewport[0], viewport[1], viewport[2], viewport[3], GL_RGB, GL_UNSIGNED_BYTE, pPixelData);
cv::Mat img;
std::vector<cv::Mat> imgPlanes;
img.create(400, 1000, CV_8UC3);
cv::split(img, imgPlanes);
for (int i = 0; i < 400; i++) {
unsigned char* plane0Ptr = imgPlanes[0].ptr<unsigned char>(i);
unsigned char* plane1Ptr = imgPlanes[1].ptr<unsigned char>(i);
unsigned char* plane2Ptr = imgPlanes[2].ptr<unsigned char>(i);
for (int j = 0; j < 1000; j++) {
int k = 3 * (i * 1000 + j);
plane2Ptr[j] = pPixelData[k];
plane1Ptr[j] = pPixelData[k + 1];
plane0Ptr[j] = pPixelData[k + 2];
}
}
cv::merge(imgPlanes, img);
cv::flip(img, img, 0);
cv::namedWindow("openglGrab");
cv::imshow("openglGrab", img);
//cv::waitKey();
cv::imwrite("../img_step2/", img);
return 0;
}